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Hi everyone, I got a question..


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Posted (edited)

here's the 411. I made some stuff for 2k16, BUT all of my info was on my old laptop, the sizes for the face, what to save the logos as, and whatnot. I did not have time to transfer THAT to my new laptop. Could someone please refresh my memory as to what they are ? I pre-ordered the NXT edition from Wally world and will be getting it around the 15th (which I dont mind) So, I would like to use this time to help get back into logo making and whatnot and need a refresher course as far as the faces go. So any help would be appreciated..

 

thanks :)

Edited by rekka no ryo
Posted

I don't have anything just yet but I will be making a series of tutorials this year. As a rule tho I use 512x512 for the face.

  • Like 1
Posted (edited)

Executioner made a tutorial which is basically the way everyone does it.

 

Edited by AgeofSandow
Posted (edited)

I have a different question. Those textures that are 1024, how do you use them ? The ones that are of the X face that look sort of wierd..

Edited by rekka no ryo
Posted

I don't have anything just yet but I will be making a series of tutorials this year. As a rule tho I use 512x512 for the face.

Really looking forward to that. 

Posted

I have a different question. Those textures that are 1024, how do you use them ? The ones that are of the X face that look sort of wierd..

Not sure which one you mean mate. Do you have an example?

Posted

That texture will not help you man watch my video and use those textures or use detracts when he does his. That picture is way to zoomed in and also the best textures are actual pictures and not game textures due do the textures being distorted and overall they don't show well in game. You should use real pictures and add extra details to make the texture more visible.

Posted

Executioner is right, looking at his tutorial he uses my ZSJ texture as the base but the principles are spot on.

The best textures have natural and even lighting on them.

They also fit within a 512 by 512 square. If you screengrab the face texture templates provided by the game you'll get an idea of where to position the features.

Posted

Very nice video tutorial Executioner can't wait for part 2 and so on

Will def impliment these techniques to try and make my own textures in 2k17. 

just out of curiousity is the next video going to talk about logo creation?

 

Anyways thank you

Posted

Executioner is right, looking at his tutorial he uses my ZSJ texture as the base but the principles are spot on.

The best textures have natural and even lighting on them.

They also fit within a 512 by 512 square. If you screengrab the face texture templates provided by the game you'll get an idea of where to position the features.

sorry man I didn't realize that was your texture I've just been doing research and searching for templates to use and I caught this on ign months back. It is a great template I must say as it's the one I use mainly.

Posted

The tricky part im finding out is finding pictures that will work.

 

 

Posted

If you can't find pictures then decent quality screenshots can also work.

Posted (edited)

I wouldn't know where to find some screenshots of someone like mickie james and even though she is in the game, asuka, carmilla, for example with no face paint..

Edited by rekka no ryo
Posted

Seriously? There is so much easily accessible footage of Mickie James out there it's not funny. If I could get a usable screenshot of Dalton Castle then there's absolutely no reason you shouldn't be able to find one of Mickie James...

  • Like 1
Posted (edited)

 have a different question now. What do you do when the head shot you have is too big for the 512 size even when you resize it. What size should you shoot for then ?

Edited by rekka no ryo
Posted

Just resize it, if it's decent quality scaling it down shouldn't be a problem, you might just need to sharpen it a little.

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